Original Design by Dave Cox
Reviewed by Gary Quick
After all of the success World in Flames has enjoyed, the appearance of a WWI variant for the game was inevitable. The fact that this was created by the Canadian Wargames Group, rather than ADG, is not that surprising, given CWG's editorial involvement in the game. It promised to be an interesting change from the usual. However, reality did not live up to expectations, as the game itself is nowhere near as interesting as WiF. Whether this is a function of WWI at this scale, or of mis-applying the game system, is an open question. Overall the product itself is of very high quality. The counters are nearly identical those in WiF: same thickness, color schemes, etc. The sturdy, well-done map is an overlay of central Europe showing the pre-WWI country divisions. The first page in the rulebook details all of the changes to the WiF map, both those on the overlay, as well as those on the periphery ( i.e. Ottoman Empire borders). The rulebook resembles its counterpart from WiF, up to and including the inclusion of non-applicable sections, stated as: "10.5.8 Naval Air Combat (NA)." This becomes somewhat annoying, but it does ensure that everything is in the same place. Editing, however, could have received an extra go-around, however, as rules are not explained clearly, contradictions exist, and even examples are unclear. One of the best ideas in the game is a 2-sided page detailing the major rules differences from WiF. This saves pawing through the rulebook trying to find them during play. Still, several items are not mentioned. One can only assume that they remain the same as in WiF, but it would be nice to have it stated. Also, rules on the same topic are scattered throughout, making finding them a hassle. The rules themselves are a simplification of those in WiF, so it is easy to begin play. The first few turns provide most of the movement - and most of the decisions - the game allows, so playing the first year (1914) as an introduction to new players is recommended. There are no airplanes to worry about, no armor, minimal naval movement, reduced land movement\, etc. But FA still covers all of the basics, and in less overpowering fashion, than a full, WWII WiF. Unfortunately, it has little of the latter's kick. The alternating-impulses turn, which adds so much flavor to WiF, works poorly in FA, as the turns tend to be very short … and might just as well be Igo/Hugo. Perhaps this simulates WWI warfare well, but it makes for a frustrating game. More frustration arises from Land movement, which, as most land units have an allowance of two, is slower than The Blob. Naval movement is restricted to sea zones where you have a port (coaling), and, as the war progresses, a number of mostly useless air counters become available. There is a fair amount of interesting chrome in the game, but much of it seems out of place at this scale. Even some rules which appear, upon reading, to be important, later turn out to be mostly for show and could easily have been left out. Because of the stacking rules, which allow three combat units in a hex, the game tends to follow the historical WWI sequence. Unfortunately, you are only able to attack with two of the three. Therefore, on straight frontages (Western Front), you are faced with attacking three units with just four. With the heavy attacker losses possible, attacking takes a strong stomach … or loaded dice. The CRT, thus, has the potential for providing a good simulation of bloody, WWI combat. The trouble is that, because you can slaughter yourself (literally) quite easily, combat only gets done when and where you can afford the loss. In game play, this means that the Western Front is completely static for a year at a time. I didn't mind the front not moving, but there were no casualties either. Not very WWI-like. Perhaps tying mandatory attacks to the morale system would more accurately reflect the pressure on Western Front generals to "make something happen". One nice feature of the game is the use of National Morale, which provides much of the historical flavor and flow of the game, as morale is the basis for victory. This accurately reflects that the war was not "to the death," as was WWII. War continues only until the populace wants (or is forced) to stop fighting. Since National Morale takes a big hit when your allies surrender, starting with the weakest countries first is a sound strategy here. The Central Powers will hit Russia, while the Allies will begin with the Ottomans. Another twist is that the US has an entry system similar to that in WiF, which is of small value here because most actions have a 1/6 chance of affecting entry. Even so, it is a fairly interesting way of achieving variable entry. The turns seem to go very slowly, probably because very little happens. A disproportionate amount of time is spent looking for a possible attack and finding none. Also, too much time is spent on the sidelights and production phase, rather than the play of the game, because the turns have so few impulses. As such, the game lacks a lot of the nail-biting character of WiF. Sticking so closely to so many of the WiF rules, while shortening the learning curve, has an adverse impact on the flow and play of FA. Starting from such high hopes, and with such a good base, one is left wishing that Fatal Alliances had showed at least some of its ancestral genes. CAPSULE COMMENTSGraphics: Good.
from The Canadian Wargame Group
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